Closed Ismoh closed 1 year ago
No, we do not have those functions currently. I don't plan on working on those personally, but we accept PRs.
Yea, if you can somehow provide an example, I am interested in creating a PR, but I am not fimiliar with C++ that much. Would be nice to have an example to get used to it.
Take a look at Contributing.md and the previously closed pull requests, there are a few examples of people adding new methods.
Hi @Ismoh, I think we can use luaJIT's FFI to access the GameNetworkingSockets directly from lua. If I have trouble with that, I might try adding the functionality directly to luasteam, (in which case i'll open a PR.)
Yea, I think so too, but I am really bad in lua, luaJIT FFI and C++. Still learning. Would be awesome, if you can give me a shout, after your research. Thanks a lot!
Unfortunetely, I don't think that GameNetworkingSockets have C bindings, which means they won't be accessible to luaJIT's FFI. :(
Nevermind!!! @Ismoh We're saved!! steam does have C bindings for their SDK.
Everything is defined in steam_api_flat.h
:
https://github.com/Facepunch/Facepunch.Steamworks/blob/master/Generator/steam_sdk/steam_api_flat.h
Can you provide an example? We may should dont missuse this issue, maybe?
For further chatting, you can use this: https://github.com/Ismoh/NoitaMP/issues/58
Thanks for the help, I really appreciate it. Much Love!
@Ismoh If you are still interested in it, I'm making good progress. I'm not planning to implement every single function and so far I'm only doing the Sockets API for a client/server architecture, so no NetworkingMessages or P2P functions, but if you need more, it should be easy to add and you're welcome to contribute.
@Ismoh If you are still interested in it, I'm making good progress. I'm not planning to implement every single function and so far I'm only doing the Sockets API for a client/server architecture, so no NetworkingMessages or P2P functions, but if you need more, it should be easy to add and you're welcome to contribute.
Awesome! I am currently pretty busy, but I am still interested in. Will get back to this for sure!
I implemented nearly everything aside from some debugging and datacenter connectivity measurement related methods. I'm using it for my own server/client based project and was able to use it as a drop-in replacement for enet and it seems to work completely fine so far. Please let me know if anybody finds any issues. https://github.com/uspgamedev/luasteam/pull/27
Thanks a tonne for this!!!
Closing as #27 is merged and soon will be released
I had a look on your documentation and wasnt able to see network functions.
Does your wrapper provide steam network api stuff like https://github.com/ValveSoftware/GameNetworkingSockets ( https://partner.steamgames.com/doc/features/multiplayer/networking ) ?
If I would be able to use C++, I would create a PR, but I never worked with C++